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Samuel Zelik
D.A.R.K Academy D.E.F.I.A.N.C.E
64
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Posted - 2013.10.26 22:43:00 -
[1] - Quote
TL;DR: Imagine Skirm null cannons, except unable to be spawned at like in Dom, a bit of the fabled Skirmish 1.0, a dash of KAGEHOSHI Horned Wolf (Base Installation), and the objective is to blow up all the Installations.
Intro/Background:
I saw a post about a game mode called Acquisition and that got me thinking: I want to design my own unique game mode. For the first time history class has benefitted my creativity, and I got thinking about Sherman's march to the sea while cutting my neighbor's grass. I know this idea won't necessarily be unique or creative, but I combining random history class facts, time to myself to think, music (was listening while cutting grass), Kagehoshi Horned Wolf (shout-out to one of my favorite forum warriors), and Dust 514, I came up with the game mode Scorch.
I know the game mode is not exactly "new" or "original" (I'm sure there is something similar out there), but labeling it as so draws more attention. Scorch, similar to the proposed Acquisition mode and/or apparently Skirmish 1.0 (I have never played it, only heard stories), is an Attacker-Defender game mode. I will first explain the game mode, then provide an example of a sample game. Since this is an Attacker-Defender type of game, as I go through my idea, I will be refering to the "Attacking team" as Blue and the "Defending team" as Red.
Scorch Description:
The basic setting for this map is a Skirmish 2.0-style (Skirm) layout for the Null Cannons (NCs), except, like the point in Domination (Dom), players cannot spawn at the points. Each point starts with two types of random Turret Installations and a Supply Depot controlled by the Red in the vicinity of the NC's terminal; neutral CRUs drop in between the NC terminals 10 minutes after the start of the game*. Blue has 200 clones, Red has 300-450 clones; Time Limit: 30-45 minutes.
Blue's MCC comes into the battle facing towards the Red's MCC (offensive orientation) and slowly moves toward the first NC; Red's MCC is perpendicular to Blue's MCC (defensive orientation). If the Blue MCC reaches a point that has not been hacked yet, the MCC will stop over the enemy NC. Blue's objective is to hack each of the NC terminals successively as their MCC approaches the Red MCC; however, there's a catch.
Blue cannot capture the NC unless all Red Installation have been destroyed AND Red Installations cannot be hacked; they must be destroyed. Once the terminal is fully hacked, the Red cannot re-hack that terminal; it becomes locked. So, Red Installations cannot be hacked, but Blue NCs cannot be re-hacked; however, both can be counter-hacked.
Here's where KAGEHOSHI Horned Wolf's idea comes into play. Instead of using his Base Installation (Base) as a separate entity from the NC terminals, the last terminal would be protected by the Base.
Blue could win by one of four ways: cloning the enemy, hacking all the NC terminals, destroying all enemy Installations, or destroying the enemy MCC by NC. Red can win one of two ways: cloning the Blue or destroying their MCC.
Conclusion:
The idea is that each team has a different kind of advantage that balances out to being fair. I can imagine this game being extremely tactical and interesting, especially when players are able to call in Installations of their own *(hence the CRU spawn 10-minutes in is a temporary addition due to the lack of this feature). Things like calling in Installations just as the terminal is about to be hacked, sending a group of tanks to destroy the Base and back Installations while the infantry make a frontal assault.
I'm actually really excited to get feedback for this idea. Although it may be similar to Skirmish 1.0 (which, once again, I have only heard about), I think the Installation-Terminal war makes it rather unique. Thoughts, ideas, reactions!? |
Samuel Zelik
D.A.R.K Academy D.E.F.I.A.N.C.E
67
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Posted - 2013.10.27 00:35:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:Was kind of hard understanding at first, but I think I get it.
Blue: attacker, MCC moving forward
Red: defender, MCC stationary
Null cannons can only be taken once their corresponding defender installations are destroyed (supply depot and turret).
Null cannon must be hacked successively from closest to farthest.
Once a null cannon is hacked, the attacker MCC can move forward past it.
Defenders cannot retake their objectives.
Last null cannon terminal is protected by base, and a badass base battle must happen.
Attackers have time on their side (30-45 minutes) to make up for defender's objective.
I LOVE IT!
Having to blow up a supply depot pretty much requires that the attackers need tanks, or that infantry sacrifice the use of anti-infantry gear to instead use AV gear like forge guns and swarm launchers to take out the supply depot. Not sure how I feel about that; switching to AV grear makes you vulnerable to anti-infantry, and even the defense relays in Skirmish 1.0 could be destroyed through hacking. It might be a very good thing though, since it will encourage players to use tanks or different weapons. I do foresee frustrating battles where there are no tankers or forge guns or swarm launcher users doing anything against the turret and supply depot, and I'm the only one even trying anything. Yeah, I'm undecided about that aspect of it. The mode could work with or without it, so it can be altered if needed.
Reminds me a bit of Rush mode from Battlefield games, but better. +1 to you. Yes! You nailed it! Mind if I borrow your summary for the TL;DR? They are very clear and much easier to understand than what I wrote.
I can definitely see the point you're making; the situation is no different in public Skirm contracts where one team is redlining with four tanks and the losing team has maybe one Forge gunner. Agreed; things can be changed as needed. I'm not sure this mode is necessarily suited for public contracts as they are now, but if there were a Team-only mode for public contracts (once Team-deploy gets added), or even a Team-variant for FW (playing to the owning a planet type of thing), I think this could be a viable and fun game mode. |
Samuel Zelik
D.A.R.K Academy D.E.F.I.A.N.C.E
67
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Posted - 2013.10.27 00:44:00 -
[3] - Quote
Vyzion Eyri wrote:Very interesting requirement, for installations to be destroyed before the NULL cannon can be hacked. It'll certainly highlight one of the lesser known uses for remote explosives.
The one thing I'm a little hazy about is the counter-hacking. So you mean the NULL cannons are initially owned by the defenders and the attacking MCC is getting hammered, and the attackers have to hack the cannons FROM the defenders, which gives the defenders a period in which to counterhack before the objective is lost? If people identify commonly used pathways (since the game mode is rather linear), hopefully we'd see some more Proximity Explosives in use, too!
Yes; the defenders initially have all the points and the attacking MCC is getting smashed. The objective hacking is no different from hacking objectives in Dom or Skirm, so there will be a period where the defenders can stop the attackers from completing the objective hack. |
Samuel Zelik
D.A.R.K Academy D.E.F.I.A.N.C.E
68
|
Posted - 2013.10.27 17:58:00 -
[4] - Quote
More feedback? I think seeing the Installation Repper make a comeback would be nice! :3 |
Samuel Zelik
D.A.R.K Academy D.E.F.I.A.N.C.E
85
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Posted - 2013.11.03 03:55:00 -
[5] - Quote
Ferocious Onslaught of Raging Gunner Exorcists. FORGE. |
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